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Messages - Mechanoid

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1651
DF General Discussion / Re: DF mention in Sweden
« on: November 11, 2006, 02:58:00 am »
DORFS' IN YUO PUBLI'SHA, FUK'IN' YUO QUARTER'Y EAR'INGS!


[At least, that's how i see it.]

[ November 11, 2006: Message edited by: Mechanoid ]


1652
DF General Discussion / Re: DF mention in Sweden
« on: November 10, 2006, 11:45:00 pm »
quote:
Originally posted by Rondol:
<STRONG>Any bets on how long before someone tries to buy the rights to make it into a big-name commercial game?</STRONG>

Months, at the current rate of increasing attention.

Such an action would likely cause the instant death of the game on practically every single level of gameplay, however. Any attempt to move dwarf fortress from it's current path or cycle of growth would be like shaking a newborn baby, or punching the womb of a pregnant woman.


YOU SIMPLY DO NOT F!NG DO IT!
For the welfare of the child, you let it develop naturally, without interferance from it's original life cycle. When it's mature, fine, do whatever you want... But when you start to 'shake things up' in the development cycle, you're going to get one seriously mentally /physically retarded product. *COUGH* STALKER *COUGH*


1653
DF General Discussion / Re: Bring D&D Monsters to Dwarf Fortress
« on: November 07, 2006, 06:35:00 pm »
The idea of an Orc or Elf belongs to everyone, and can be used by anyone freely without fear of legal (re)action. However, to directly say that Dwarf Fortress's species of Goblin is the exact weight, height, and has as much tendency towards violence as D&D's species...

Would be theft.


However, if there is going to be one creature in DF that is directly taken from another game, then that creature should be the gelatinous cube.
[Why? It's an excellent way to distribute items within the area of an adventure mode cave or abandoned fortress]

[ November 07, 2006: Message edited by: Mechanoid ]


1654
DF General Discussion / Re: Jokes
« on: November 02, 2006, 05:13:00 am »
quote:
Originally posted by SnowWhite:
Please post your funniest DF joke.

ELEFANTS IN YUO FORT, KILLIN' YA DORFS!!1!


 :D


1655
DF General Discussion / Re: DF races
« on: November 03, 2006, 12:16:00 am »
quote:
Originally posted by Devastator:
<STRONG>Aren't orcs just another word for goblins anyway?</STRONG>
No, both are different species.
Goblins are often seen as small, hairless, green, cowardly creatures which are barely intelligent enough to use weaponry and tools. Their wills are often easilly bent, as well. Orcs on the other hand are often the size of humans (more or less) have wirey hair patches, and are intelligent enough to have tactics.


On occasion though, some games move away from the 'evil forces' aspect and more towards a naturalistic 'just different species and cultures' and give the creatures more then the tag of "the evil henchman" (IE: Some MUDs, and MMOs, but notably WarCraft 3)
But since Dwarf Fortress has that Lord of the Rings feel where there's some major evil force controlling creatures' actions, i would say that orcs and goblins would be portrayed as sub-sentient and sub-humanoid. Still, seperate species which were made for a certain purpose by the forces of evil. (Orcs to terrorize humans and elves; goblins to terrorize dwarves)


1656
DF General Discussion / Re: The DF Map Archive
« on: September 23, 2007, 04:26:00 pm »
You need Flash 9. There's a link to it on the site.

1657
DF General Discussion / Re: The DF Map Archive
« on: May 20, 2007, 07:53:00 pm »
Veeery niiice.  :D

1658
DF General Discussion / Re: The Grand Tomb
« on: April 26, 2007, 09:56:00 pm »
Dumnit.  :o
//intentional

1659
DF General Discussion / Re: The Grand Tomb
« on: April 26, 2007, 08:09:00 pm »
Amazing that you had not struct a vien of ore in such a marvelous construction.

1660
DF General Discussion / Re: Funniest Message You Have Gotten
« on: October 28, 2006, 09:34:00 pm »
quote:
Originally posted by Mud:
<STRONG>"323 regions rejected."</STRONG>

"876 regions rejected"  :(


1661
DF General Discussion / Re: Enlarging the game window and viewing area
« on: October 21, 2006, 02:10:00 am »
Fullscreen and windowed have the same display area, and as far as i know there is no way to increase the viewable area; aside from pressing TAB to get rid of the main menu.

1662
DF General Discussion / Re: dwarven prison camp
« on: February 09, 2008, 05:58:00 pm »
Better yet, more exact rules to the OP's post:

- Seiges, Artifacts: Suggested to be off
- Weather, Economy: Your choice
- Cave-ins, temperature: Suggested to be on

- Suitably 'harsh' map:
. At least 20-50 world tiles from any other settlement
. "Hot" and above or "Cold" and below, NO temperate areas
. One perminate water supply /area feature suggested, NOT adamantium
. Any creature difficulty setting; Calm, Serene, and Terrifying are all valid
. Access to other civs is nice, but not necessary

- Original 7 dwarves must:
. Have a "Prison Administrator" that perminately remains off-duty
. Have at least one no-title military weaponry skill, except for prison admins
. Have 1/3 their number (2) be active in the military at any one time
. Be played with the [SPEED:1] hack until the first migrant wave arrives
. Build a prison complex capable of holding the first migrant wave
. Cease building the lower prison complex once the prisoners can do it themselves

- The prison complex must:
. Be able to house every immigrant in their own prison cell
. Be able to produce enough food for the prisoners
. Be able to make all prisoners work to produce stone and metal crafts
. Be able to produce whatever the trade liason requests
. Use it's prisoners to build more prison space, once they arrive
. Treat the gaurds that tantrum and the criminals that tantrum, differently

- Trade only only for food, animals, drink, ropes/chains, and cages
- All other crafted goods must be offered to the caravan

- Subsequent immigrant waves will immediately:
. Be activated for military service and moved into the prison complex
.. Unless the dwarf is military, which will become a part of the perminate gaurd
.. Unless the dwarf is a peasant, which will act as a 'low level' criminal
. Be treated as a 'medium level' criminal and moved to their cell.

- Immigrant waves with military in them must have a "high level" criminal chosen out of the other skilled dwarves in the wave. If it's just military dwarves, then think of it as an additional gaurd compliment.

- 'Low Level' Criminals are allowed to be where the original 7 dwarves are, but:
. Must never have any skills
. Must never have a room larger then 1 tile
. Must share their punishment with whomever they're married
. On the first criminal offense, be sent to 'medium level' cells for the duration of their punishment
.. Unless the offense wounded/killed a gaurd, at which point they are moved to 'high level' cells for the duration of their punishment, and then perminately moved to 'medium level' cells afterwards, never to return to 'low level' life.

- 'Medium Level' Criminals are placed in "Medium Level" cells, which:
. Are 3x3 rooms constructed entirely from grey-scale stone blocks
. Has a metal door and vertical bars, seperated by a wall
. Has a rope in the middle
. Has a bed near the bars, table w/chair, food stockpile, and functional well
. Has no ceiling at all

code:
#####
D.WT# Door, Well, Table
#.Rc# Restraint rope, chair
VB.F# Vertical bars, Bed, Food stockpile
#####

- 'High Level' Criminals are placed in "High Level" cells, which:
. Are 1x3 +1 T-shape rooms constructed entirely from metal blocks
. Has a metal door and vertical bars, seperated by a wall along the 3-tile face
. Has a chain in the middle of the T shape
. Has a bed near the bars, a food stockpile near the door, and a pool of 7/7 water opposite the wall past the chain
. Has a grate for a roof, except for the area over the food stockpile
. Must be seperated from the 'Medium Level' cells

code:
###
DF## Door, Food stockpile
#Rp# Restraint chain, 7/7 pool of water*
VB## Vertical bars, Bed
###
* (pool is also 100% constructed metal blocks)

- 'Medium Level' prisoner conduct follows that:
. The job they arrive with was their original job, which no longer applies
. They are in their cell for 3 out of 4 seasons
. They are allowed out of their cell 1 out of 4 seasons
.. Only to produce crafts at the communal workshop area
.. Only to produce what the trade laison requests
... And are moved there by using the military station point, and activating them

- 'High Level' cell use follows that:
. The occupant is activated for military service every other season
. They are used for housing the prison's tempermental individuals
.. And the occupant is never released, except by death; natural or unnatural
... Or by the expiration of their sentencing

Golden rule:
1. If you commit a further crime while in the prison, you'll be sent to a cell. No questions asked.
2. All nobles except the Hammerer are to be treated as imposters which were caught, and though they profess their innocence, ignore them as they go screaming to the 'High Level' criminal cells.


1663
DF General Discussion / Re: Unlimited Downloads of my Virus!
« on: October 12, 2006, 05:40:00 am »
The fuck out, you must get.    :mad:


SHIT, this forum needs a report button.
And FYI, dont listen to what that fucker says!

IT IS A VIRUS AND IT WILL FUCK YOU UP!

[ October 12, 2006: Message edited by: Mechanoid ]


1664
DF General Discussion / Re: fortification... indoors.. flood
« on: October 07, 2006, 08:16:00 pm »
quote:
Originally posted by Rondol:
Remember, these are dwarves. Chest/eye level is probably about equal to a human's thigh/hip level.
Definitely true. Remember the scene in Helms Deep in the Lord of the Rings? Case in point.

[Well, that and the Z coord hasn't been put into fortress mode yet...]

[ October 07, 2006: Message edited by: Mechanoid ]


1665
DF General Discussion / Re: tinyfont is tiny
« on: April 05, 2007, 07:16:00 pm »
Google video always makes pixel-perfect videos blurry.
Damn compression.  :(

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